Space Engineers

Space Engineers

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[WARFARE EVOLUTION FIX] Engineer's defense kit - Character guns
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Type: Mod
Mod category: Character, Other
File Size
Posted
Updated
240.081 MB
19 Apr, 2022 @ 10:18am
1 Dec, 2024 @ 6:18am
9 Change Notes ( view )

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[WARFARE EVOLUTION FIX] Engineer's defense kit - Character guns

Description
This is a rework and fix of the original mod made by Ven, which can be found HERE.
If the original creator wants the mod removed, I am obliged to do so.

Some weapons are now compatible with Scope Framework!
The mod is not needed for this mod's usual functionality. If you want zoom capabilities on some weapons, go ahead and install that mod as well.

-----------------------------------------------------

Greetings, wannabe space-marines! Bored of the ‘new’ weapons already? Fret not, for now you can get bored of a bunch MORE weapons!

This mod adds various new weapons to the game meant to be fired by you, not your drone. We’ve got pistols, we’ve got revolvers, we’ve got shotguns, rifles, rocket launchers, ‘grenade’ launchers, ‘flamethrowers’, miniguns, and portable laser cannons! Heck, we even got a knife! And as a cherry on top, a breaching charge.

For a list of weapons and their stats, check the discussions tab.
Their stats are also listed in the game within weapon descriptions. Scrolling within the G menu is often required to read all of it.

This mod is a bit of an old-timer at this point, but one I’ve always had loaded since 2017. Sadly, it was broken and never officially fixed a while back. I got bored over the weekend, started SE, saw this mod was borked, and, well… the rest is history.
In fact, my apologies for not fixing this mod sooner, it was much, MUCH easier than I thought.

If this mod breaks again, let me know!
It should be mostly futureproof now, since I have re-done the way the animations were handled. They should now be on their own track, so to speak, to no longer interfere with any vanilla animations. But still, if anything breaks in the future, tell me!

Can I load a world that uses the old mod and use this one instead?
Yes, it should pick up all of the items as if nothing happened. Just be sure to remove the old mod from the world and replace it with this one right after. You may be able to run both of them as long as this one is above the old one in the list, but I highly advice against it, given the old one still changes the assembler and such, and you don’t gain anything from it except for longer loading times.

Known issues

  • The male engineer rotates a little when holding a modded weapon while standing still.
    This is a bug I fixed right before the most wanted update. This fix promptly broke evertything after the update dropped and had to be reverted for the rest of the mod to quickly continue working acceptably. This problem is only visual, though.

    This error exists in this gun-mod only, for it appears to be the only one on the workshop (apart from an example mod with its own similar problem) that doesn't overwrite the vanilla weapon animations as well. This means it should never break every animation again like it used to before I fixed it. However, that rotation animation appears to be out of my control so far, only not appearing (or 'stacking') if I DO change the vanilla animation controller listings by directly writing my weapons into it, creating a pretty big chance of failure at an update. And we all know how much Keen loves adding animations... So in return for that rotation, we (should have) obtained much more stability, which was worth it to me.

    Additionally, it appears to be common for gun-modders to use the source code of the original EDK mod without cleaning it. While this works, this means the weapons from this mod are also listed in their code. In other words, incompatibilities with other mods may arise in the future, for if those mods break, they'd take this one with them (if both are loaded, of course).
    This is ironic, for I found out the Engineer's Defense Kit used to modify another mod's code, too. I've cleaned that up, since it was broken anyway.

  • The grenade reload of the CAR-1V is unbearably long.
    This is because I cannot define reload speeds for different kinds of munitions as far as I could tell, and making the reload shorter overall to compensate makes the thing even more of a bullet hose than it already is. It’s just sad that swapping back to bullets doesn’t cancel the reload unless you swap back and forth.

  • Some weapons are clipping.
    The weapons were likely modeled using the base assault rifle’s proportions, which was made meticulously to avoid camera clipping.
    These are not, but it’s not fixable without redesigning all of the weapons visually, which I frankly feel would be a waste.
    The female engineer model seems to hold some weapons differently enough as to where they clip into the camera more for her than for the male model.

  • My wrists become spaghetti when I crouch walk with for example the shotgun.
    Yeaaahh… That’s just the way it is for now. If I were to change the way the gun was held you’d get the ability to fire a gun forward whilst it aims to the side etc, and would take me a few more days of fixing animations. Picking poisons here. Some models are just a little long...

  • The flamethrower isn’t firing any flames.
    I tried but failed to fix this particle system. I had zero modding experience going into this to boot…
    Eventually I gave up and just used bullet trails for flames, leaving the particle code as I found it iirc. I may look into this again later, but for now, enough…
    NOTE: The flamethrower is 100% functional on a technical level, this is just a visual problem.
    If anyone else fixes it on their Sunday evening, let me know. I’ll apply your fix and add you as a developer. Together we shall revive this gem proper! ;)

  • I can't find the breaching charge.
    The breaching charge is not listed in the 'all blocks' group. It is listed in 'large-' and 'small blocks', as well as 'block weapons' or the 'Engineer's Defense Kit' group. Or just use the search function.

Changes

Most of you coming here probably know this mod already from back in the day. Now you may have noticed that in the thumbnail of this mod I wrote ‘reborn’. This is because this isn’t just an ADS-fix update. I essentially saw it entirely reworked around today's SE. "Reborn into a new environment", if you will.
If you want to see exactly what I fixed to get the core working, check the first-release patch note in the appropriate tab.

Given how combat has changed in this game, I felt the need to review the weapon stats etc, as well as to provide a few QOL improvements.
So if you care, check them out in the discussions tab.

UPDATE 26/4/2022 -
  • Added a large variant of the pistol ammo for the dual pistols, giving them 50 bullets per reload. It can still use the 25 bullet magazines of the single pistols, though. As far as the code is concerned, they cost 2x the amount of the smaller box, but the assembler hardly reflects that... But whatever, it's a little more expensive nonetheless and I'm satisfied with it.

  • (Hopefully) made animations much more future proof. Big thank-you to Chipstix213 for putting me on the right track to getting this reworked. Let's all hope it was worth my time, yeah?
    This means I also gutted a lot of unnecessary code in the animation controllers, reducing their size by about 1.5MB in total. Now you can store another meme on your drive!
Popular Discussions View All (2)
1
6 Jul @ 1:52pm
PINNED: Weapon stats
Unsaved Changes
0
19 Apr, 2022 @ 1:58pm
PINNED: Changes made
Unsaved Changes
104 Comments
Man Face 8 Apr @ 4:56am 
Or it's me. I'm learning as I go with these sort of things.
Man Face 8 Apr @ 4:54am 
My active server. Is through GTX. Which uses a Workshop Panel for installing, unisntalling, updating mods for steam. GTX doesn't always remove the files when uninstalling mods. So I typically go through manually and delete related files to the "Fixed Animations Mod". Made sure the mod id and all that was also scrubbed from the SBC. file. As I found the mod was reinstalling itself without being in the Workshop panel under installed mods.

Which after installing your mod. Through GTX Workshop panel, I went and manually placed the your mod under <ModItem> under the right structure like the other mods in the SBC file.

Which it says it didn't recognize the path and server never initiated.

So. I went to my local server through torch. Removed the "fixed animations" the same way as my active server as. The "fixed animations" was still trying to reinstall.
Manually placed your mod after adding it to the torch mod configuration.

That's what I had done.
Not sure if it's Torch and or GTX.
Unsaved Changes  [author] 8 Apr @ 3:53am 
Just tried it in Console Compatibility mode; which is where Steam mods are unavailable. So I had to swap to the ModIO version. [ https://mod.io/g/spaceengineers/m/warfare-evolution-fix-engineers-defense-kit1 ]
(And log my server into Steam to do it bc I guess I was getting the modio syntax wrong, so I just grabbed it from my linked steam account that way).

But after doing so the server starts fine as well.
Unsaved Changes  [author] 8 Apr @ 3:37am 
I just made a quick DS using the 'tool' in Steam, started it, things were obviously fine when joining.
Then I added the mod via the 'mods' tab in 'server settings' with "Steam:2796851232", and strangely, everything downloaded and works fine, at least for me here. (DS running locally on my PC alongside the game.)

Since the issue was that your server didn't want to DL it, maybe there was just an error at Steam or something?

Maybe the SBC method didn't work because the AnimationController files have the same name. (The game is meant to merge this mod's extra entries with the original). So manually installing it may replace and brick that, and take the game with it. (though then deleting it should leave it broken, so... idk)

But since my experience with DSs is limited, I may be completely misunderstanding what you meant with the SBC-way. I'm mostly just guessing what could go wrong here as the issue doesn't present itself here for me to learn from, and so help out more effectively :(
Man Face 8 Apr @ 2:02am 
It's alright. I'm not hurt from not being able to not use the mod. It's nice that there are Authors like yourself creating more hand held weapon mods. The Vanilla ones are nice, just lack luster.
Unsaved Changes  [author] 7 Apr @ 1:09pm 
I guess I'll have to take a look at that, I never tried it on a dedicated, only on singleplayer and hosted worlds.

If you need the mod right now, you *can* use the older mods, but in the assembler; look for an invisible tab next to the existing ones in the regular assembler only (not industrial). The original developer named the icon file the wrong. So the tab is there, just without an icon. At least that is how it was when I forked it.

Though it may screw up the default assembler as it completely overwrites the blueprints it has access to, effectively resetting it to whatever it was when that version of the mod was made (which is why I got rid of this extra-tab approach altogether and just put them in the weapons tab).
Man Face 7 Apr @ 12:07am 
I even tried to manually install them through the sbc file. Both servers wouldn't initiate until removed from the sbc.
Man Face 7 Apr @ 12:06am 
FYI, I came here knowing the Original had broken animations, so I went with the Fixed animation one. Neither of those weapons will show up in regular Assembler.

Your version will. Only in a Single Player world.

I tried installing this on my Active Server. Didn't download.
Then I tried a Local Server. Didn't download.

Works for SP
Doesn't work for Dedicated.
Unsaved Changes  [author] 19 Mar @ 2:04am 
Which ones?
majchermaks.mm 18 Mar @ 10:07pm 
I downloaded this mod first and played only with this mod. I downloaded other weapon mods later